Thanks, I'm thinking of tackling the generic race templates. And I'll probably start with the dwarf, cause I have an interesting build solution to a problem I have with Dwarves having the shrinking power.

Dwarven Grudges (optional): Dwaves have a natural hatred for several creatures. Though in their psyche, some become fanatic slayers and often develope skills to slay a particular creature. Treat this in the following way: Favored Opponents (goblins, orcs, Giants, or trolls; your pick)

Complications:• Quirks: Personality Traits. Dwarves are Stubborn, and have a general dislike of Elves, and Horses (the later being mostly a fear). Not all dwarves are greedy, but it is a possible personality trait. But many might consider it being Frugal, and Shrewd when it comes to monetary exchanges. Making them good merchants and barterers.

It's always been my way of thinking , that the dwarf does not qualify for the Shrinking power. Because I do not see them having all the benefits and penalties that come with it. So i took the build, and brought it down to the core "description" of the race and built it from there. I treat negative adjustments as a Quirk within the power. And put a nice descriptor to justify why they have these adjustments. I also tried to keep everything is down to earth and simple as possible.

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Complications:Quirks: Personality Traits. Elves are generally an alouf and distant race, only because of their long lives. Elves feel emotional bounds much stronger than others, and usually are extremely loyal once their friendship or love is given. Also elves have been known to fall to the trait of Pride and Ego, feeling that they are far more superior to other beings.

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Complications:Quirks: Personality Traits. Haflings are a simple and quaint folk. Who would rather live in peace and quiet, then adventure. However the possess a wisdom and charm, many big folk find endearing to them. Halflings can be curious, and gullible for their own good.

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Cultural TemplatesSomething I have always found interesting was the use of Cultural Templates; as a way of showing Elves growing up as Barbians or Nomadic Halfings, etc.. They provide additional skill selections, that add background to the character being created, making it seem more "alive" then just a bunch of numbers. This is also usually the default Human Race Template, since creating one , has little adjustment otherwise.

* Remember if your not using the optional mass chart, don't give them a modifier to their strength.

Barbarian Cultures (9pp)Barbarian cultures grow up on the fringes of civilized areas, usually in extreme or hard climates. Such regions which are normally inhospital to "Decent" folk. Barbarians make stout and sturdy folk, used to a very rigorous living. Ability Modifiers: +1 Strength *, +1 to Stamina Defensive Modifiers: +2 FortitudeSkill Selections: Expertise: Survival (3, particular climate), Athletics 3Advantage Selections: NonePowers:• Climate Tolerance: Feature (Gain a +5 to resist temperature extremes in a specific climate; chosen when created)Complications:Prejudice (Barbarians). Generally a barbarian has a bad reputation, and doesn't know how to "read". If you can, come up with a good reason with the guidance of your GM.

Civiilzed Cultures (4pp)Those who grow up in civilized cultures, tend to get the best forms of education one can imagine compared to other cultures.

Decadent Cultures (5pp)Decadent cultures are those civilized cultures which have been around for so long, that the structure of their society has begun to decay. Corruption is quite common in such a culture, where everyone is only looking out for themselves.

Complications:Quirks: Personality Traits. Half Elves are torn between two origins, which often makes many feel they do not fit in anywhere. Often becoming nomadic nature and loners. Prejudice. Some half elves are treated as a "third-class" citizen, no better than criminals and outlaws.

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The Generic Elder Race Template (14pp)Often in Fantasy there are stories of an Ancient Race of Man, thousands of years ago, who stood at the pinnacle of Society where Magic and Technology Blended together (often though in more high fantasy tones). This race may still exist, or might only be found in weak blood lines that have mingled in with their lesser human cousins over the ages.

Monetary systems in FantasyThe general "Default" assumption in any M&M system, is that the less you have to worry about money the better. Equipment points generally take over for the need to use a complicated conversion system of different items, but generally I believe getting money and spending it is half the fun!! For now we will just talk about coinage, as I continue to work on my Fantasy Document.

Metals:In a generic fantasy , which is often the staple of D&D. Copper, Silver, Electrum, Gold and Platinum are used with a 10 per ratio. Though I have often liked using much more realistic monetary systems. Copper, Bronze, Silver, and Gold, are usually my favorite metal ranges. With the conversion being 20 for the next coin. In my Karmyth Setting, I generally tag names onto the metals to add a little flavor, giving us the Copper Penny, the Bronze Bar, the silver Guilder, Gold Crown, and Platinum Star.

The Copper Penny is the most common form of currency, and is typically round in shape. It's abbreviation is CP. The Bronze Bar, us twice as big as the Copper Penny, but in the shape of a bar, that can broken into two for even more accurate exchanges. It's abbreviation is BB. The Silver Guilder, most peasants dream about even having one of these! The Guilder is often used in Mercantile Transactions, and is more often used in large houses of economy. It is in the same shape and size as the copper penny, and stamped usually with a sign of prosperity that pertains to the culture. The abbreviation is SG.The Gold Crown, is an uncommon coin. Though you may fin more amongst the nobility and royalty. It is in the same shape and size as the copper penny, but stamped with some royal symbol. Its abbreviation is GC. The Platinum Star This coin is rare, and not many are ever minted. It's abbreviation is PS.

If you are you using my simplified social class system, which is just a Advantage you spend points on. Use this below. Poor: Complication. You start with 1d20 +20 SG. Commoner (No advantage). You start with 40 + 2d20 SG. Well to do (1 rank). You Start with 80 +2d20 SG. Upper Class (2 ranks). You start with 120 + 2d20 SG. Nobility (3 ranks). You start with 160 + 2d20 SG. Upper Nobility/Lesser Royalty. You start with 200 + 5d20 SG. Great Royalty. You start with 250 + 5d20 SG.

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For of the Maiar many were drawn to his (Melkor's) splendor in the days of his greatness, and remained in that allegiance down into his darkness; and others he corrupted afterwards to his service with lies and treacherous gifts. Dreadful among these spirits were the Valarauker, the scourges of fire that in Middle-earth were called the Balrogs, demons of terror.

And in Utumno he gathered his demons about him, those spirits who first adhered to him in the days of his splendor, and became most like him in his corruption: their hearts were of fire, but they were cloaked in darkness, and terror went before them; they had whips of flame. Balrogs they were named in Middle-earth in later days.

Builder’s Notes:Forget everything you know about Balrogs from the movie, though a stunning creature it bears little resemblance to what Tolkien had traditionally gone for. Even my original build was heavily influenced by the Movie I had to admit, but after doing a lot of digging into many sources, the Balrog began to change. What I have been able to gleam, is that Balrogs are essentially Fallen Maiar. It then became obvious that the Balrog have the power of what qualifies as magic, and at one time did possess the power to shape shift. Even in the little references of the Fellowship. Gandalf found the power of the Balrog a match to his own, or perhaps even greater.

And this ends up my Run on Monsters at least for a little while. This particular build is meant to represent the Balrog in Moria. Unfortunately there is not enough information for me to create a wide variety of dark powers that they would possess, so i am limited to those that i created above.

In my 2nd 3E update to the Balrog, I made him slightly less powerful than I had before. He's still tough as rocks, and can make a group of adventurer's doubt their success. I gave him a few more powers, and tweaked his flaming weapons. Though this is a typical Balrog, and not necessarily the one in Moria. Though he is the only example we have. The secondary effect, was my way of showing characters catching on fire from the Balrog's weapons.

Thanks, The LOTR setting does not use the optional strength system, I have tried to keep that as close to CORE as possible. And I rather like the race templates I redesigned for my Fantasy Document. The Dwarf one was tricky however. Though I love them all!

The Half-Orc (6pp)The half-orc represents the typical Brute concept as far races go; Part human, part orc, their agressive nature makes them excellent antagonists for the heroes; Just as they might be heroes. The Half-Orc tends to be incredibly tall, considering the parentage of both their species usually don't get that tall. They average 6 1/2 ' tall. They are also incredibly strong, and able to handle great burdens.

Complications:Prejudice: Half-Orc. Many half-orcs are not accepted in any society, though some exceptions have been made. Their strength and size makes them perfect muscle and thieves. Quirk:Personality Traits. Many half orc are aggressive creatures.

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The Hobgoblin (6pp)The Hobgoblin has always been a favorite race of mine, not sure why. But they are the most powerful of the goblin species (being goblin, orc, and hobgoblin), and those most warlike and cunning.

Complications:Prejudice: Hobgoblin. Many Hobgoblins, like half-orcs are not accepted in normal human society. Quirk:Personality Traits. Many hobgoblins are aggressive creatures. And do not get along well with Elves. But have a keen tactical mind, and make terrifying warriors and enemies. They can be cruel, and very cunning.

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ARMOR & SHIELDSThis chart pretty much speaks for itself, the shields however I added several options too. One, I included whether or not a shield could be used as a weapon (with my optional advantage, which is pretty much like an alternate effect), and whether it provides any form of Concealment. I included the substance toughness for the difference between wood and iron; though wooden shields are reinforced so their toughness is greater than the usual rank 3 toughness.

The Shield Bash AdvantageTreat small shields as a strength based damage 1 bludgeon effect; and treat medium shields as a strength based damage 2 bludgeon effect. Though metal shields , at the GM's discretion, could increase the damage output by 1.

HELMETSEven in a basic system, I like to Incorporate Helmets into the system, specially for called Shots. Which is a -2 to your attack roll, to hit the head. It provides limited protection, and may impair your vision and/or make you vulnerable.

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